Exemple #1
0
void monster::move_to(game *g, int x, int y)
{
 int mondex = g->mon_at(x, y);
 if (mondex == -1) { //...assuming there's no monster there
  if (plans.size() > 0)
   plans.erase(plans.begin());
  if (has_flag(MF_SWIMS) && g->m.has_flag(swimmable, x, y))
   moves += 50;
  if (!has_flag(MF_DIGS) && !has_flag(MF_FLIES) &&
      (!has_flag(MF_SWIMS) || !g->m.has_flag(swimmable, x, y)))
   moves -= (g->m.move_cost(x, y) - 2) * 50;
  posx = x;
  posy = y;
  footsteps(g, x, y);
  if (!has_flag(MF_DIGS) && !has_flag(MF_FLIES) &&
      g->m.tr_at(posx, posy) != tr_null) { // Monster stepped on a trap!
   trap* tr = g->traps[g->m.tr_at(posx, posy)];
   if (dice(3, sk_dodge + 1) < dice(3, tr->avoidance)) {
    trapfuncm f;
    (f.*(tr->actm))(g, this, posx, posy);
   }
  }
// Diggers turn the dirt into dirtmound
  if (has_flag(MF_DIGS))
   g->m.ter(posx, posy) = t_dirtmound;
// Acid trail monsters leave... a trail of acid
  if (has_flag(MF_ACIDTRAIL))
   g->m.add_field(g, posx, posy, fd_acid, 1);
 } else if (has_flag(MF_ATTACKMON) || g->z[mondex].friendly != 0)
// If there IS a monster there, and we fight monsters, fight it!
  hit_monster(g, mondex);
}
Exemple #2
0
void monster::move_to(game *g, int x, int y)
{
 int mondex = g->mon_at(x, y);
 if (mondex == -1) { //...assuming there's no monster there
  if (has_effect(ME_BEARTRAP)) {
   moves = 0;
   return;
  }
  
  if (plans.size() > 0)
   plans.erase(plans.begin());

  moves -= calc_movecost(g, posx, posy, x, y);

  if (has_flag(MF_SLUDGETRAIL)){
   g->m.add_field(g, posx, posy, fd_sludge, 3);
   g->m.add_field(g, posx+1, posy, fd_sludge, 2);
   g->m.add_field(g, posx, posy+1, fd_sludge, 2);
   g->m.add_field(g, posx-1, posy, fd_sludge, 2);
   g->m.add_field(g, posx, posy-1, fd_sludge, 2);
  }

  posx = x;
  posy = y;
  footsteps(g, x, y);
  if (type->size != MS_TINY && g->m.has_flag(sharp, posx, posy) && !one_in(4))
     hurt(rng(2, 3));
  if (type->size != MS_TINY && g->m.has_flag(rough, posx, posy) && one_in(6))
     hurt(rng(1, 2));
  if (!has_flag(MF_DIGS) && !has_flag(MF_FLIES) &&
      g->m.tr_at(posx, posy) != tr_null) { // Monster stepped on a trap!
   trap* tr = g->traps[g->m.tr_at(posx, posy)];
   if (dice(3, type->sk_dodge + 1) < dice(3, tr->avoidance)) {
    trapfuncm f;
    (f.*(tr->actm))(g, this, posx, posy);
   }
  }
// Diggers turn the dirt into dirtmound
  if (has_flag(MF_DIGS)){
   g->m.ter_set(posx, posy, t_dirtmound);
  }
// Acid trail monsters leave... a trail of acid
  if (has_flag(MF_ACIDTRAIL)){
   g->m.add_field(g, posx, posy, fd_acid, 1);
  }
  if (has_flag(MF_ACIDTRAIL)){
   g->m.add_field(g, posx, posy, fd_acid, 1);
  }
  if (has_flag(MF_ACIDTRAIL)){
   g->m.add_field(g, posx, posy, fd_acid, 1);
  }

 } else if (has_flag(MF_ATTACKMON) || g->z[mondex].friendly != 0)
// If there IS a monster there, and we fight monsters, fight it!
  hit_monster(g, mondex);
}
Exemple #3
0
int monster::move_to(int x, int y, bool force)
{
    // Make sure that we can move there, unless force is true.
    if(!force) if(!g->is_empty(x, y) || !can_move_to(x, y)) {
            return 0;
        }

    if (has_effect("beartrap")) {
        moves = 0;
        return 0;
    }

    if (plans.size() > 0) {
        plans.erase(plans.begin());
    }

    if (!force) {
        moves -= calc_movecost(posx(), posy(), x, y);
    }

    //Check for moving into/out of water
    bool was_water = g->m.is_divable(posx(), posy());
    bool will_be_water = g->m.is_divable(x, y);

    if(was_water && !will_be_water && g->u_see(x, y)) {
        //Use more dramatic messages for swimming monsters
        g->add_msg(_("A %s %s from the %s!"), name().c_str(),
                   has_flag(MF_SWIMS) || has_flag(MF_AQUATIC) ? _("leaps") : _("emerges"),
                   g->m.tername(posx(), posy()).c_str());
    } else if(!was_water && will_be_water && g->u_see(x, y)) {
        g->add_msg(_("A %s %s into the %s!"), name().c_str(),
                   has_flag(MF_SWIMS) || has_flag(MF_AQUATIC) ? _("dives") : _("sinks"),
                   g->m.tername(x, y).c_str());
    }

    setpos(x, y);
    footsteps(x, y);
    if(is_hallucination()) {
        //Hallucinations don't do any of the stuff after this point
        return 1;
    }
    if (type->size != MS_TINY && g->m.has_flag("SHARP", posx(), posy()) && !one_in(4)) {
        hurt(rng(2, 3));
    }
    if (type->size != MS_TINY && g->m.has_flag("ROUGH", posx(), posy()) && one_in(6)) {
        hurt(rng(1, 2));
    }
    if (!digging() && !has_flag(MF_FLIES) &&
            g->m.tr_at(posx(), posy()) != tr_null) { // Monster stepped on a trap!
        trap* tr = g->traps[g->m.tr_at(posx(), posy())];
        if (dice(3, type->sk_dodge + 1) < dice(3, tr->avoidance)) {
            trapfuncm f;
            (f.*(tr->actm))(this, posx(), posy());
        }
    }
    // Diggers turn the dirt into dirtmound
    if (digging()) {
        int factor = 0;
        switch (type->size) {
        case MS_TINY:
            factor = 100;
            break;
        case MS_SMALL:
            factor = 30;
            break;
        case MS_MEDIUM:
            factor = 6;
            break;
        case MS_LARGE:
            factor = 3;
            break;
        case MS_HUGE:
            factor = 1;
            break;
        }
        if (has_flag(MF_VERMIN)) {
            factor *= 100;
        }
        if (one_in(factor)) {
            g->m.ter_set(posx(), posy(), t_dirtmound);
        }
    }
    // Acid trail monsters leave... a trail of acid
    if (has_flag(MF_ACIDTRAIL)) {
        g->m.add_field(posx(), posy(), fd_acid, 3);
    }

    if (has_flag(MF_SLUDGETRAIL)) {
        for (int dx = -1; dx <= 1; dx++) {
            for (int dy = -1; dy <= 1; dy++) {
                const int fstr = 3 - (abs(dx) + abs(dy));
                if (fstr >= 2) {
                    g->m.add_field(posx() + dx, posy() + dy, fd_sludge, fstr);
                }
            }
        }
    }

    return 1;
}
Exemple #4
0
int monster::move_to(game *g, int x, int y, bool force)
{
  // Make sure that we can move there, unless force is true.
  if(!force) if(!g->is_empty(x, y) || !can_move_to(g, x, y)) {
      return 0;
  }

  if (has_effect(ME_BEARTRAP)) {
   moves = 0;
   return 0;
  }

  if (plans.size() > 0)
   plans.erase(plans.begin());

  moves -= calc_movecost(g, posx(), posy(), x, y);

  if (has_flag(MF_SLUDGETRAIL)) {
    for (int dx = -1; dx <= 1; dx++) {
      for (int dy = -1; dy <= 1; dy++) {
        const int fstr = 3 - (abs(dx) + abs(dy));
        if (fstr >= 2) {
          g->m.add_field(g, posx() + dx, posy() + dy, fd_sludge, fstr);
        }
      }
    }
  }

  //Check for moving into/out of water
  bool was_water = g->m.is_divable(posx(), posy());
  bool will_be_water = g->m.is_divable(x, y);

  if(was_water && !will_be_water && g->u_see(x, y)) {
    //Use more dramatic messages for swimming monsters
    g->add_msg(_("A %s %s from the %s!"), name().c_str(),
            has_flag(MF_SWIMS) || has_flag(MF_AQUATIC) ? _("leaps") : _("emerges"),
            g->m.tername(posx(), posy()).c_str());
  } else if(!was_water && will_be_water && g->u_see(x, y)) {
    g->add_msg(_("A %s %s into the %s!"), name().c_str(),
            has_flag(MF_SWIMS) || has_flag(MF_AQUATIC) ? _("dives") : _("sinks"),
            g->m.tername(x, y).c_str());
  }

  setpos(x, y);
  footsteps(g, x, y);
  if(is_hallucination()) {
    //Hallucinations don't do any of the stuff after this point
    return 1;
  }
  if (type->size != MS_TINY && g->m.has_flag(sharp, posx(), posy()) && !one_in(4))
     hurt(rng(2, 3));
  if (type->size != MS_TINY && g->m.has_flag(rough, posx(), posy()) && one_in(6))
     hurt(rng(1, 2));
  if (!has_flag(MF_DIGS) && !has_flag(MF_FLIES) &&
      g->m.tr_at(posx(), posy()) != tr_null) { // Monster stepped on a trap!
   trap* tr = g->traps[g->m.tr_at(posx(), posy())];
   if (dice(3, type->sk_dodge + 1) < dice(3, tr->avoidance)) {
    trapfuncm f;
    (f.*(tr->actm))(g, this, posx(), posy());
   }
  }
// Diggers turn the dirt into dirtmound
  if (has_flag(MF_DIGS)){
   g->m.ter_set(posx(), posy(), t_dirtmound);
  }
// Acid trail monsters leave... a trail of acid
  //Why is this being done three times?
  if (has_flag(MF_ACIDTRAIL)){
   g->m.add_field(g, posx(), posy(), fd_acid, 1);
  }
  if (has_flag(MF_ACIDTRAIL)){
   g->m.add_field(g, posx(), posy(), fd_acid, 1);
  }
  if (has_flag(MF_ACIDTRAIL)){
   g->m.add_field(g, posx(), posy(), fd_acid, 1);
  }

  return 1;
}
Exemple #5
0
int monster::move_to(int x, int y, bool force)
{
    // Make sure that we can move there, unless force is true.
    if(!force) if(!g->is_empty(x, y) || !can_move_to(x, y)) {
        return 0;
    }

    if (!plans.empty()) {
        plans.erase(plans.begin());
    }

    if (!force) {
        moves -= calc_movecost(posx(), posy(), x, y);
    }

    //Check for moving into/out of water
    bool was_water = g->m.is_divable(posx(), posy());
    bool will_be_water = !has_flag( MF_FLIES ) && can_submerge() && g->m.is_divable(x, y);

    if(was_water && !will_be_water && g->u.sees(x, y)) {
        //Use more dramatic messages for swimming monsters
        add_msg(m_warning, _("A %s %s from the %s!"), name().c_str(),
                   has_flag(MF_SWIMS) || has_flag(MF_AQUATIC) ? _("leaps") : _("emerges"),
                   g->m.tername(posx(), posy()).c_str());
    } else if(!was_water && will_be_water && g->u.sees(x, y)) {
        add_msg(m_warning, _("A %s %s into the %s!"), name().c_str(),
                   has_flag(MF_SWIMS) || has_flag(MF_AQUATIC) ? _("dives") : _("sinks"),
                   g->m.tername(x, y).c_str());
    }

    setpos(x, y);
    footsteps(x, y);
    underwater = will_be_water;
    if(is_hallucination()) {
        //Hallucinations don't do any of the stuff after this point
        return 1;
    }
    if (type->size != MS_TINY && g->m.has_flag("SHARP", posx(), posy()) && !one_in(4)) {
        apply_damage( nullptr, bp_torso, rng( 2, 3 ) );
    }
    if (type->size != MS_TINY && g->m.has_flag("ROUGH", posx(), posy()) && one_in(6)) {
        apply_damage( nullptr, bp_torso, rng( 1, 2 ) );
    }
    if (g->m.has_flag("UNSTABLE", x, y)) {
        add_effect("bouldering", 1, num_bp, true);
    } else if (has_effect("bouldering")) {
        remove_effect("bouldering");
    }
    if (!digging() && !has_flag(MF_FLIES) &&
          g->m.tr_at(posx(), posy()) != tr_null) { // Monster stepped on a trap!
        trap* tr = traplist[g->m.tr_at(posx(), posy())];
        if (dice(3, type->sk_dodge + 1) < dice(3, tr->get_avoidance())) {
            tr->trigger(this, posx(), posy());
        }
    }
    if( !will_be_water && ( has_flag(MF_DIGS) || has_flag(MF_CAN_DIG) ) ) {
        underwater = g->m.has_flag("DIGGABLE", posx(), posy() );
    }
    // Diggers turn the dirt into dirtmound
    if (digging()){
        int factor = 0;
        switch (type->size) {
        case MS_TINY:
            factor = 100;
            break;
        case MS_SMALL:
            factor = 30;
            break;
        case MS_MEDIUM:
            factor = 6;
            break;
        case MS_LARGE:
            factor = 3;
            break;
        case MS_HUGE:
            factor = 1;
            break;
        }
        if (has_flag(MF_VERMIN)) {
            factor *= 100;
        }
        if (one_in(factor)) {
            g->m.ter_set(posx(), posy(), t_dirtmound);
        }
    }
    // Acid trail monsters leave... a trail of acid
    if (has_flag(MF_ACIDTRAIL)){
        g->m.add_field(posx(), posy(), fd_acid, 3);
    }

    if (has_flag(MF_SLUDGETRAIL)) {
        for (int dx = -1; dx <= 1; dx++) {
            for (int dy = -1; dy <= 1; dy++) {
                const int fstr = 3 - (abs(dx) + abs(dy));
                if (fstr >= 2) {
                    g->m.add_field(posx() + dx, posy() + dy, fd_sludge, fstr);
                }
            }
        }
    }
    if (has_flag(MF_LEAKSGAS)){
        if (one_in(6)){
        g->m.add_field(posx() + rng(-1,1), posy() + rng(-1, 1), fd_toxic_gas, 3);
        }
    }

    return 1;
}
Exemple #6
0
bool monster::move_to( const tripoint &p, bool force, const float stagger_adjustment )
{
    const bool digs = digging();
    const bool flies = has_flag( MF_FLIES );
    const bool on_ground = !digs && !flies;
    const bool climbs = has_flag( MF_CLIMBS ) && g->m.has_flag( TFLAG_NO_FLOOR, p );
    // Allows climbing monsters to move on terrain with movecost <= 0
    Creature *critter = g->critter_at( p, is_hallucination() );
    if( g->m.has_flag( "CLIMBABLE", p ) ) {
        if( g->m.impassable( p ) && critter == nullptr ) {
            if( flies ) {
                moves -= 100;
                force = true;
                if( g->u.sees( *this ) ) {
                    add_msg( _( "The %1$s flies over the %2$s." ), name().c_str(),
                             g->m.has_flag_furn( "CLIMBABLE", p ) ? g->m.furnname( p ).c_str() :
                             g->m.tername( p ).c_str() );
                }
            } else if( has_flag( MF_CLIMBS ) ) {
                moves -= 150;
                force = true;
                if( g->u.sees( *this ) ) {
                    add_msg( _( "The %1$s climbs over the %2$s." ), name().c_str(),
                             g->m.has_flag_furn( "CLIMBABLE", p ) ? g->m.furnname( p ).c_str() :
                             g->m.tername( p ).c_str() );
                }
            }
        }
    }

    if( critter != nullptr && !force ) {
        return false;
    }

    // Make sure that we can move there, unless force is true.
    if( !force && !can_move_to( p ) ) {
        return false;
    }

    if( !force ) {
        // This adjustment is to make it so that monster movement speed relative to the player
        // is consistent even if the monster stumbles,
        // and the same regardless of the distance measurement mode.
        const int cost = stagger_adjustment *
                         ( float )( climbs ? calc_climb_cost( pos(), p ) :
                                    calc_movecost( pos(), p ) );

        if( cost > 0 ) {
            moves -= cost;
        } else {
            return false;
        }
    }

    //Check for moving into/out of water
    bool was_water = g->m.is_divable( pos() );
    bool will_be_water = on_ground && can_submerge() && g->m.is_divable( p );

    if( was_water && !will_be_water && g->u.sees( p ) ) {
        //Use more dramatic messages for swimming monsters
        add_msg( m_warning, _( "A %1$s %2$s from the %3$s!" ), name().c_str(),
                 has_flag( MF_SWIMS ) || has_flag( MF_AQUATIC ) ? _( "leaps" ) : _( "emerges" ),
                 g->m.tername( pos() ).c_str() );
    } else if( !was_water && will_be_water && g->u.sees( p ) ) {
        add_msg( m_warning, _( "A %1$s %2$s into the %3$s!" ), name().c_str(),
                 has_flag( MF_SWIMS ) || has_flag( MF_AQUATIC ) ? _( "dives" ) : _( "sinks" ),
                 g->m.tername( p ).c_str() );
    }

    setpos( p );
    footsteps( p );
    underwater = will_be_water;
    if( is_hallucination() ) {
        //Hallucinations don't do any of the stuff after this point
        return true;
    }
    // TODO: Make tanks stop taking damage from rubble, because it's just silly
    if( type->size != MS_TINY && on_ground ) {
        if( g->m.has_flag( "SHARP", pos() ) && !one_in( 4 ) ) {
            apply_damage( nullptr, bp_torso, rng( 1, 10 ) );
        }
        if( g->m.has_flag( "ROUGH", pos() ) && one_in( 6 ) ) {
            apply_damage( nullptr, bp_torso, rng( 1, 2 ) );
        }

    }

    if( g->m.has_flag( "UNSTABLE", p ) && on_ground ) {
        add_effect( effect_bouldering, 1, num_bp, true );
    } else if( has_effect( effect_bouldering ) ) {
        remove_effect( effect_bouldering );
    }
    g->m.creature_on_trap( *this );
    if( !will_be_water && ( has_flag( MF_DIGS ) || has_flag( MF_CAN_DIG ) ) ) {
        underwater = g->m.has_flag( "DIGGABLE", pos() );
    }
    // Diggers turn the dirt into dirtmound
    if( digging() ) {
        int factor = 0;
        switch( type->size ) {
            case MS_TINY:
                factor = 100;
                break;
            case MS_SMALL:
                factor = 30;
                break;
            case MS_MEDIUM:
                factor = 6;
                break;
            case MS_LARGE:
                factor = 3;
                break;
            case MS_HUGE:
                factor = 1;
                break;
        }
        if( one_in( factor ) ) {
            g->m.ter_set( pos(), t_dirtmound );
        }
    }
    // Acid trail monsters leave... a trail of acid
    if( has_flag( MF_ACIDTRAIL ) ) {
        g->m.add_field( pos(), fd_acid, 3, 0 );
    }

    if( has_flag( MF_SLUDGETRAIL ) ) {
        for( const tripoint &sludge_p : g->m.points_in_radius( pos(), 1 ) ) {
            const int fstr = 3 - ( abs( sludge_p.x - posx() ) + abs( sludge_p.y - posy() ) );
            if( fstr >= 2 ) {
                g->m.add_field( sludge_p, fd_sludge, fstr, 0 );
            }
        }
    }

    return true;
}